BlueMax wrote:
Tohlagos wrote:
Yeah, I know about that tip on toxic worlds. But the fact that irks me is that you can create a planet from a gas giant and asteroids, but you can't change the atmosphere on a toxic planet. Just doesn't make sense in my book.
About the only thing you can do is load up a ship with a stellar converter and DESTROY the toxic planet (with enemy colony) turning it into asteroids, which can then be turned into an artificial planet and terraformed! Heck, I've been known to give a system to an enemy, just to immediately take it back... after "death-star kaboom-ing!" the toxic world in that system.
I now just find it MUCH easier to load it with robot workers making nothing but trade goods or captured silicoids who don't mind it so much.
You can do the same thing with small/tiny & mineral-poor planets... blast them, then recreate them as "medium" size with normal minerals. Bizarre.
Oh yeah, I've done what you described above for toxic planets and stellar converters for many years. (I've been playing MOO2 since 1997.) Sorry I didn't make that clear in my last post. I just feel they cut corners with regard to terraforming. You can travel faster than light, you can create black holes, you can put planetary shields up, you can do a host of things... but you can't change the chemical makeup of an atmosphere??? Lame!! !
Oh that is a great idea with regards to toxics. I never thought of putting just robots on them for trade goods. Good idea!
So, what difficulty do you plan on? Use a standard race or customize your own? Do you go for beam, missles, or fighters? How do you handle your spies?
I play on impossible (hard is to easy). I am currently trying to win on immpossible with all the standard races, but have only been successful so far with Psilon, Human, and Klackon! I start with only missles and end up with beams. I am trying to use fighters, but have not had good results. I am not good at spying for some reason... it just seems to only get me into trouble.